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1 | // Created on: 2013-10-10 |
2 | // Created by: Denis BOGOLEPOV |
3 | // Copyright (c) 2013-2014 OPEN CASCADE SAS |
4 | // |
5 | // This file is part of Open CASCADE Technology software library. |
6 | // |
7 | // This library is free software; you can redistribute it and/or modify it under |
8 | // the terms of the GNU Lesser General Public License version 2.1 as published |
9 | // by the Free Software Foundation, with special exception defined in the file |
10 | // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT |
11 | // distribution for complete text of the license and disclaimer of any warranty. |
12 | // |
13 | // Alternatively, this file may be used under the terms of Open CASCADE |
14 | // commercial license or contractual agreement. |
15 | |
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16 | // This file includes implementation of common functions and properties accessors |
17 | |
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18 | #if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0) |
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19 | // arrays of light sources |
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20 | uniform THE_PREC_ENUM ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types |
21 | uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters |
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22 | |
23 | // light source properties accessors |
24 | int occLight_Type (in int theId) { return occLightSourcesTypes[theId].x; } |
25 | int occLight_IsHeadlight (in int theId) { return occLightSourcesTypes[theId].y; } |
26 | vec4 occLight_Diffuse (in int theId) { return occLightSources[theId * 4 + 0]; } |
27 | vec4 occLight_Specular (in int theId) { return occLightSources[theId * 4 + 0]; } |
28 | vec4 occLight_Position (in int theId) { return occLightSources[theId * 4 + 1]; } |
29 | vec4 occLight_SpotDirection (in int theId) { return occLightSources[theId * 4 + 2]; } |
30 | float occLight_ConstAttenuation (in int theId) { return occLightSources[theId * 4 + 3].x; } |
31 | float occLight_LinearAttenuation (in int theId) { return occLightSources[theId * 4 + 3].y; } |
32 | float occLight_SpotCutOff (in int theId) { return occLightSources[theId * 4 + 3].z; } |
33 | float occLight_SpotExponent (in int theId) { return occLightSources[theId * 4 + 3].w; } |
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34 | #endif |
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35 | |
36 | // material state |
37 | uniform vec4 occFrontMaterial[5]; |
38 | uniform vec4 occBackMaterial[5]; |
39 | |
40 | // front material properties accessors |
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41 | vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; } |
42 | vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; } |
43 | vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; } |
44 | vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; } |
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45 | float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; } |
46 | float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; } |
47 | |
48 | // back material properties accessors |
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49 | vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; } |
50 | vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; } |
51 | vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; } |
52 | vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; } |
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53 | float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; } |
54 | float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; } |
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55 | |
56 | // 2D texture coordinates transformation |
57 | vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; } |
58 | vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; } |
59 | float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; } |
60 | float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; } |